You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is Unity's fault - in a WebGL build the mouse scroll wheel sensitivity is really high, far higher than in the editor. In practice this means that zooming in/out with the RTSCameraController launches you from fully zoomed in to fully zoomed out with the tiniest movement of the mouse scroll wheel.
Here's a thread from the Unity forums, which I mainly link to show that Unity aren't interested in fixing it, since it's a problem originally reported in 2016 and it's still present in Unity 6.
This is Unity's fault - in a WebGL build the mouse scroll wheel sensitivity is really high, far higher than in the editor. In practice this means that zooming in/out with the RTSCameraController launches you from fully zoomed in to fully zoomed out with the tiniest movement of the mouse scroll wheel.
Here's a thread from the Unity forums, which I mainly link to show that Unity aren't interested in fixing it, since it's a problem originally reported in 2016 and it's still present in Unity 6.
My quick and messy patch for this looks like so:
For me, this gets the mouse wheel more in line with what it's like in the editor.
Only an issue if WebGL is one of the targets you want to support, but in my testing, other than this, the camera controller works great!
The text was updated successfully, but these errors were encountered: